Round 15: README.md Steam page placeholder (Miri + Mellanie) - Created README.md with game description for Steam page - Placeholder structure with lorem ipsum for undetermined content Round 16: Faction development (Miri, Paula, Gestalt) - Full development of six factions with lore, politics, mechanics - 3D reputation system (Trust × Usefulness × Exposure) - Mechanical grounding with "First 30 Minutes" test - v0.1 recommendation: Commission + Severance - Session flagged for team input Process changes (D-022): - Retired DISCUSSION.md, work directly in round files - Qatux mandatory in all team interactions - Updated CLAUDE.md and agent personas Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
36 lines
2.6 KiB
Markdown
36 lines
2.6 KiB
Markdown
# Changelog
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All notable changes to The Settled Reach project will be documented in this file.
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Format based on [Keep a Changelog](https://keepachangelog.com/).
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## [Unreleased]
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### Added
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- Round 16 faction development — Full faction framework with lore, political analysis, mechanical grounding (session closed, awaiting team input for v0.1 selection)
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- 3D reputation system: Trust × Usefulness × Exposure per faction
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- Faction mechanical grounding: starting loadouts, information asymmetry, blind spots, resource loops
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- Power dynamics analysis: formal vs. real power distribution across factions
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- Character drama templates: whistleblower, inspector with conscience, dual-loyalty operative, reluctant conspirator
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- Betrayal vectors and conspiracy potential for all six factions
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- "First 30 Minutes" test demonstrating six mechanically distinct faction perspectives
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- D-021: Official project title "The Settled Reach" confirmed, domain settledreach.com secured
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- Round 14 worldbuilding — "The Settled Reach" original SF setting foundation with full team reactions
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- Original terminology established: Settled Reach, Founder Gates, Span Gates, Interstitium, neural lattice, Meridian, imprint, re-embodiment, Perpetuals, the Unbound, Forking, Severance
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- Four enhancement tiers: Baseline, Augmented, Transcendent, Elevated (plus the Threshold as endgame horizon)
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- Two-tier death system: soft death (lattice intact) and hard death (lattice destroyed, imprint restore)
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- Six factions: Concord Assembly, Syndics, Separatists, Guardians of Autonomy/Severance, Veil Institute, Lattice Commission
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- Infrastructure-as-mystery: Builders inhabiting the Interstitium, Gyre events as leakage
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- Miri's IP originality guardian role — flags concepts too close to source franchises
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- Whitelistable wrapper scripts for SQLite and Qdrant connectors (sqlite-query, sqlite-exec, qdrant-search, qdrant-index, qdrant-health, qdrant-count)
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- Architecture evaluation and risk assessment documents for Godot+Rust bridge approach
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- Round 13 engine selection discussion — full team debate on engine paradigms
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- D-020: Engine and architecture selection — Godot 4 client + Rust/bevy_ecs simulation server via subprocess/IPC
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- Rejected alternatives R-004 through R-010 documented (pure Bevy, pure Godot, GDExtension, C++ GDExtension, Fyrox, custom framework, protobuf)
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### Changed
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- Miri's role updated from Canon Guardian to Worldbuilder & Setting Designer (original IP pivot)
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- Project description updated to reflect D-020 engine decision
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- Connector usage instructions now reference wrapper scripts instead of python3 directly
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- Q-001 (engine selection) resolved via D-020
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